- Updated to work with ScriptingEngine changes. MudEngine: - Game.PlayerCollection changed to a List<>. Server obtains a array version of it within Server.initialize() via players = pbs.ToArray(). - All BaseObject classes now require a reference to the Game and contain a property called ActiveGame. - Player.Game removed and now uses it's parent objects ActiveGame property. - Player.Role property added. Uses the new SecurityRoles enum that specifies what level of access the player has. - ScriptEngine now loads all libraries found within the specified ScriptsPath directory, instances the scripts and places them into a collection. - Custom character script instancing is now supported, but not fully implemented throughout the engine. They can be loaded, but not used during runtime at this time.
123 lines
3.7 KiB
C#
123 lines
3.7 KiB
C#
//Microsoft .NET Framework
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using System;
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using System.Collections;
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using System.ComponentModel;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Xml.Serialization;
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using System.IO;
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//MUD Engine
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using MudEngine.FileSystem;
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using MudEngine.GameObjects.Items;
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using MudEngine.GameManagement;
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namespace MudEngine.GameObjects.Environment
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{
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[XmlInclude(typeof(Door))]
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public class Room : BaseObject
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{
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[Category("Environment Information")]
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[Description("Allows for linking of Rooms together via Doorways")]
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//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
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[RefreshProperties(RefreshProperties.All)]
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public List<Door> Doorways { get; internal set; }
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[ReadOnly(true)]
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[Description("This is the Zone that the Room is currently assigned to.")]
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[Category("Environment Information")]
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public string Zone
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{
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get;
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set;
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}
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[ReadOnly(true)]
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[Description("This is the Realm that the Room belongs to.")]
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[Category("Environment Information")]
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public string Realm
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{
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get;
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set;
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}
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[Category("Environment Information")]
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[DefaultValue(false)]
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[Description("Determins if the Player can be attacked within this Room or not.")]
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public bool IsSafe
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{
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get;
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set;
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}
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[Browsable(false)]
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public string InstallPath
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{
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get
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{
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string zonePath = "";
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if (this.Realm == null || this.Realm == "No Realm Associated.")
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{
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zonePath = FileManager.GetDataPath(SaveDataTypes.Zones);
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zonePath = Path.Combine(zonePath, this.Zone);
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}
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else
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zonePath = FileManager.GetDataPath(this.Realm, this.Zone);
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string roomPath = Path.Combine(zonePath, "Rooms");
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string filename = Path.Combine(roomPath, this.Filename);
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return filename;
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}
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}
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/// <summary>
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/// Gets or Sets if this is the starting room for the Zone that contains it.
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/// </summary>
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[Browsable(true)]
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[Description("Sets if this is the starting room for the Zone that contains it.")]
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public bool IsInitialRoom
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{
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get;
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set;
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}
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public Room(Game game) :base(game)
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{
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Doorways = new List<Door>();
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IsSafe = false;
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}
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/// <summary>
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/// Checks to see if a doorway in the travelDirection exists.
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public bool DoorwayExist(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets reference to the Rooms door connected in the supplied travelDirection
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/// </summary>
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/// <param name="travelDirection"></param>
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/// <returns></returns>
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public Door GetDoor(AvailableTravelDirections travelDirection)
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{
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foreach (Door door in this.Doorways)
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{
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if (door.TravelDirection == travelDirection)
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return door;
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}
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return null;
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}
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}
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}
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